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== As an RPG Setting == Frank Herbert went into SO MUCH DETAIL in his novels, you've got plenty of material to use as a campaign setting. You've got politics, fightan, more politics, space travel, enough politics to give Machiavelli a headache, and room for quasi-magic shit. Go nuts. There was an official Dune RPG, "Chronicles of the Imperium," but it got mired in legal bullshit, [[WOTC|Wizards]] bought it out, did a 'Limited Edition' run of 3000 books, and then the high masters at Hasbro said "no more licensed property" and eighty-sixed the game so nobody would see it ever again. Assholes. * [http://www.squaremans.com/?p=242 The only adventure module], unpublished even for an unpublished game. Someone made a homebrew [[GURPS]] Dune splatbook which can be found [https://mega.nz/#!eBFhBTRJ!FMVGywUtRaO845ZxboOcplc3R0wwpxFx01LZtGMyTTk right here]. There is also a [https://www.modiphius.net/pages/discover-dune-roleplaying-game Modiphius RPG] out. Like a lot of Modiph's stuff, it uses a modified spin on their 2d20 system, meaning you usually roll 2d20's under a (generous if highly skilled) target number, with extraneous successes going towards a Momentum pool that can be used to give the player's advantage later. This spin on 2d20 is more narrativistic, with "Drives" in place of attributes and the same conflict resolution system used for different scales of conflict, from duels, to wars to courtly intrigue, but utilizing different "Assets" to aid each. As for the lore, it is quite faithful to the books according to multiple sources. While the default era is presumed to be before the first Dune book, it can be set in any of the Frank-written time periods. Art direction-wise, it draws heavily from the new Villaneuve movie.
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